﻿Shader "Unlit/Shape1"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
	}
	SubShader
	{
		Tags { "RenderType"="Opaque" }
		LOD 100

		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			// make fog work
			#pragma multi_compile_fog
			
			#include "UnityCG.cginc"

			struct appdata
			{
				float4 vertex : POSITION;
				float2 uv : TEXCOORD0;
			};

			struct v2f
			{
				float2 uv : TEXCOORD0;
				UNITY_FOG_COORDS(1)
				float4 vertex : SV_POSITION;
			};

			sampler2D _MainTex;
			float4 _MainTex_ST;
			
			v2f vert (appdata v)
			{
				v2f o;
				o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
				o.uv = TRANSFORM_TEX(v.uv, _MainTex);
				UNITY_TRANSFER_FOG(o,o.vertex);
				return o;
			}
			
			fixed4 frag (v2f i) : SV_Target
			{
				fixed4 col;
				fixed diff = abs(i.uv.x-i.uv.y);
				fixed pct = smoothstep(0.1, 0, diff);//0 - 1

				//fixed pct = (0.1+rg)/0.2;
				col = pct*fixed4(1, 1, 1, 1) + (1-pct)*fixed4(0, 0, 0, 0);

				/*
				if(abs(i.uv.x -i.uv.y) < 0.1) {
					col = fixed4(1, 1, 1, 1);
				}else {
					col = fixed4(0, 0, 0, 0);
				}
				*/

				return col;
			}

			ENDCG
		}
	}
}
